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  1. #11
    Originally Posted by SeanyyBoy_ Go to original post
    Honestly, ive been with the majority of sensible people about the whole ghost recon series and what does and doesn't belong in it. But for me, soldiers have specialities, I believe the class system if implemented properly should be incorporated. Granted there should be no weapon restrictions, but the class itself and the certain 'abilities' for lack of a better word should be broadened and set apart from the other classes (sniper holds breath longer bla bla), medic holds more meds (for example). Don't just lock us out of certain weapons and label it a class. There just seems to be no thought out solutions to these new implementations.
    Agreed if done in the same way as the originals.
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  2. #12
    Keltimus's Avatar Senior Member
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    Classes also shouldn't alter your character's learned abilities. As in, Sniper Nomad shouldn't end up with amnesia and forget how to control his breathing just because he went from sniper class to panther.
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  3. #13
    Hmmm in a perfect world I agree. But the game has to set some limitations. Otherwise classes would eventually merge together and become redundant apart from the equipment side of things. But right now I can't think of any other physical enhancement other than holding breath longer that would apply to classes. Maybe panther running quicker. I don't know I'm tired I need some sleep.
    Come up with some ideas to set the classes apart.
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  4. #14
    Bethesda already got rid of their old rigid pre-defined character class system back in TES: Skyrim. The player chooses his or her abilities to excel and improves them during the course of the game.

    Next year's Cyberpunk 2077 also pushes for a character progression system that is fluid.

    However, allowing a solo player to switch between pre-defined classes (designed for PvP) at any time is NOT considered progress.
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  5. #15
    That system could work providing Nomad starts at nothing (a basic soldier). But he is already an elite, tier 1, spec ops soldier so he already possesses maximum 'attributes'.. there will be no progression rank for him to climb.
    I do like the idea of progressing your playstyle throughout as you play increasing attributes based on your playstyle but not in ghost recon.
    The classes are to provide different playstyles, different roles in an elite spec ops division. I agree changing in a bivouac is a bit far fetched and it does seem silly that one minute you're a sniper expert, the next you're an assault expert.. I can't come up with another smoother transition between 'classes'..

    Sidenote.. How good does cyberpunk look!
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  6. #16
    A system where your kit is controlled by which class you take is good, but so long as all standard equipment can be used by each player regardles of class. An elite T1 operator would know how to use most if not all guns, as well as have at least a basic knowledge of all equipment used.

    Something like;

    You can pick 3 total perks from any of the classes. Each class has 5 skills, one base skill that forks to 2 skills which leads to a 3rd skill each.

    Base Skill
    -T2a -> T3a
    -T2b -> T3b

    Each T3 level would be an improvment on the T2 skill before it. A system like this would let players choose which class they want to be, and the more you pick from one class the more of that role you would be. They could even set if so if you pick all 3 skills from one tree then you get an extra bonus to the perks.

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  7. #17
    Classes should enhance gameplay not take away from it. Restrictions on weapons are a hair brained idea. They should just add perks. It's very simple. Have some examples:

    Assault: 25% less recoil on automatic weapons, can't be suppressed, carries more assault and LMG ammo.
    Ultimate: brief healing period with unlimited stamina.

    Sniper: less weapon sway, carries more DMR and sniper ammo, hold breath longer, able to fully sweep weapon while in prone camo, access to a digital scope that compensates for bullet drop.
    Ultimate: A sensor beacon that spots enemies in a small area... Think of Wildlands PVP Sentinel.

    Panther: Shorter ADS time, run speed faster, higher agility (people have noticed they added momentum to the running), 10-20% longer time to be spotted, access to smoke grenades with larger cloud. Tighter hipfire on automatic weapons.
    Ultimate: brief period of 50% longer spotting time and unlimited stamina.
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  8. #18
    No perks are idiotic. It's part of the reason we're in the situation we're in. The way the original classes worked was best
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  9. #19
    Please don't turn GRB into a multiplayer first game with single player thrown in as an afterthought.

    The single player campaign is not an extended character/gear/weapons leveling up tutorial to prepare for multiplayer. The Division 2 already does that.
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  10. #20
    Originally Posted by Copperhead_SG Go to original post
    Please don't turn GRB into a multiplayer first game with single player thrown in as an afterthought.

    The single player campaign is not an extended character/gear/weapons leveling up tutorial to prepare for multiplayer. The Division 2 already does that.
    Sorry to say man it is they announced it at the reveal
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